sethsez wrote:Ignoring portable games and compilations since that makes it too easy:
Alien Homonid
Cossacks 2
Supreme Ruler 2010
Hearts of Iron II
Blitzkrieg: Rolling Thunder
Port Royale 2
Chris Sawyer's Locomotion
Necromania
Yohoho! Puzzle Pirates (and the myriad of other puzzle games popularized by Popcap and co.)
Far too many Tycoon games to count
Mostly limited to a few genres, and it's less than it was in 2002-2003, but I already said as much. I'm also not counting games with sprite objects and polygonal backgrounds, nor am I counting the Myst style of adventure games which, while technically 2D, aren't what you had in mind. And these are taken entirely from memory and a quick search at Gamespot... I know there are ones I'm missing.
The 2D adventure/simulation games for the Japanese Windows alone surpasses that number. Add to it all the PS2 2D titles (adventure/simulation games, RPG's, puzzle, fighting, action games) and the few arcade games and you easily have a list 10 times bigger than that. I could list them, if you want. There's an important difference, anyways, I think - all the games you mention are somewhat "niche", much more than, say, Mushihime-sama.
So yeah, your assertion that the west dropped 2D as soon as 3D came along (which is what I was arguing, so I'm not sure why you brought up this year because that has no relevance, but whatever) isn't true.
I brought this year because it'd be easier to find, but you can take any period in the last decade, if you prefer. I also said there were exceptions, and, obviously, I was speaking in general terms. Anyways, the games you refer to belong to a pretty specific genre (the Western RPG for PC, that is). [And don't most of them use fully pre-rendered graphics?] Would have loved if you had mention a couple of games for consoles or the arcades, but hey.
To say otherwise is to ignore some of the biggest and most popular PC games and companies of the last decade.
Games and companies which did take the 3D route sooner or later, something you just can't say about ALL the Japanese developers (probably, you might say in very few years, but then also you can say it was "due to the globalization shit"). The point is that the common Japanese gamer did accept 2D where the Westerner didn't.
Publish a game by yourself is very tough. So I don't know how a small company like TS could do it.
Sega helped. The game had quite poor (if any) presence in Japanese stores, as far as I know.
at first I thought you had a point, but now I don´t get it anymore. What makes prerendered better than realtime 3d animation? 10 years ago you could have argued for hardware power in prerender models, but given the level of detail and size of models displayed in 2d games, especially shmups, current hardware has no problems animating these in realtime.
But realtime animations allow much more detail and variation compared to prerender models. Prerender inevitably means there´s a limited number of animation phases, while realtime animation means the animated objects can react to ingame action, there can be "damage models", not relevant for gameplay of course, but it can do things prerender can´t do.
Obviously, you didn't get the point. Pre-renders means there's limited animation (as limited as the number of frames one wants to put there there, anyways), but also means they're still (single) sprites. Real-time models imply a number of polygons which must go together and act as one only element, not to mention that its animation is conditioned by how the hardware handles it (which will imply the use of filters and its presentation in a "fake" resolution, different to the "design" one, to start with). As I said, it's a matter of "visual precision". Or "graphic honesty". Hard to explain even in my native language now I think about it.
Anyone who says that "shooting love" is "just" a marketing ploy obviously didn't consider the issue for more than 2 seconds.
It does carry some marketing effect, I won't deny, but any company needs to make a profit. Profit does not necessarily nullify love, especially if the task was not at all easy.
You obviously missed the "please, buy my game" announcement.
Couldn't say it better myself. The expressive ability of realtime animation is endless. It opens new possibilities, yet it can revert back to the old-school feel when needed.
Real time animation is a slave of the models themselves. As I said, that just can't happen with 2D animation. It's pretty easy to see.
Recap is a veritable encyclopedia of random facts when it comes to obscure Japanese games and systems, but when it comes down to actually explaining why 2D is better than 3D (or why Japan's art is better than all others, or why one style of joystick is best, etc.), his points all inevitably come back to "it is because it is, it is because I prefer it, and I prefer it because I know more than you." He prefers sprites, thus they are objectively better. Clearly.
Sorry, this is the lamest post in the thread (besides the ones from Ginger whatever, that is). When and where have I said that "sprites are _objectively_ better". I much prefer them and I much give MY OPINION. That's all. Sure; there's always a contemptuous tone when I speak about 3D graphics, but it's easy to see where it comes from: 2D IS DYING. Call it "militancy".